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File: DOOM KEX ENGINE.jpg (633 KB, 1920x1080)
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Just dropped.
And is replacing the Unity ports.
What do you guys think about this?

https://store.steampowered.com/app/2280/DOOM__DOOM_II/
>>
Can my intel integrated graphics toaster still play Doom?

Or do i need to buy a Nvidia Geforce 1070 TI with 8gb ram to play an old DOS game?
>>
>>11144491
the lack of mouse look capability means they've put a hard limit on a lot of stand alone, original wads. wonder if that was just a side effect or one of their desired outcomes.
>>
>>11144491
Much like the previous Unity port I see no reason to use this over a good source port. Its unfortunate because I quite liked their ports of Quake 1 & 2
>>
>>11144491
fs
>>
shitdive viral marketing team >>11143438
>>11144491
>>
>>11144495
I just tried running it on my old POS from 2011 and it runs fine, just ignore that crap. There's also still the option to run the original DOS versions.
>>
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>>11144495
Holy shit i just noticed DOOM 1993 has higher system requirements than DOOM Eternal.

KEX engine is fucking garbage.
>>
>>11144628
Can you post your specs?
Are you running on integrated or dedicated GPU?
>>
File: Doom Shareware.jpg (666 KB, 1200x1600)
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>i386 CPU (12.5 MHz to 40 MHz)
>DOS 3.0 or higher
>VGA graphics
>4mb RAM
>5mb HDD

Lets compare that with the new Doom port

>Intel core i5 3.5GHz
>Windows 10 or higher
>NVIDIA GTX 1070 TI 8Gb
>8GB RAM
>2GB HDD

What did they improve to justify these specs?
>>
No one cares. Everyone will keep playing GZDoom.
>>
>>11144661
The web browser based menu!
>>
>>11144638
>>11144661
These are placeholder specs/oversight. Kex engine runs flawless 60 on switch and that’s full 3D, obviously Kex Doom can run on a toaster. This is faux outrage. This will be no more system intensive than gzdoom.
>>
>>11144701
Is it the same for the Quake games?
Has anyone tried running the Quake 1 or 2 KEX on intel integrated graphics?

Quakespasm works flawlessly for reference.
>>
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Playing it rn, I like how the lighting is close to software, at least by default, it seems nice, the default settings are good altho u have to go classic menus + 90 fov + no accessibility text
>>
>>11144701
Please go on and provide more proof that you work for the devs, retard
>>
>>11144716
also whiners itt gotta remember that this is to get doom 1/2 out there for the normies that don't wanna fuck with source ports, gzdoom isn't going anywhere if you're a doom head, for that purpose I think it'll work great
>>
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>>11144491
Wasn't this supposed to be a free update for doom? Why don't I see it?
>>
>>11144734
its free for owners of any of the previous doom 1/2 rereleases (which themselves were free for owners of original doom 1/2), not doom 2016, kek
>>
>>11144734
>A free upgrade
A forced upgrade if you own Doom 1993 or Doom II
>>
>>11144716
>>11144721
I notice some changes tho like the radiation suit not making ur screen puke green and it now lasting permanently instead of as a power up, which is honestly a good change, that part of doom was fucking retarded, it'd mess with a handful of custom maps balanced around those pickups mby, but yeah those aren't ported yet anyways
>>
>>11144743
nvm its not permanent... just lasts longer than usual
no green puke on screen is good tho
>>
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Can anyone confirm if this or the Quake KEX engine games will run on a intel integrated graphics chip?
>>
>>11144751
Im playing them on the laptop I use for uni, it has a intel iris xe. No problems so far but I havent played a lot. So far Im trying to log in to use mods but Im stuck looking at a mini cacodemon asshole
>>
>>11144760
Could you try and play a bit of the new machine games episode for either Quake 1 or 2?
>>
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playing the new episode, great soundtrack and fun so far
>>
>modern coop
>pistol start toggle
>remixed music
This is so fun
>>
Doesn't seem too exciting considering the overall abundance of different ways to play doom these days but I don't see a reason to complain either. The unity port wasn't too bad and I'm sure this is a fine way to play doom too. I really kinda wish nightdive doesn't turn into just a bethesda subsidiary.
>>11144701
I want to add that minimum specs are also necessarily not all about the amount of flops, bits or hz/s of the hardware. I'd imagine that software dependencies of the drivers and whatnot play a part too. I wouldn't really even expect an official port to officially support +10 year old hardware even if it could in practice or in theory run on it.
>>
>>11144789
>>pistol start toggle
where? I cant find it
>>
>>11144769
I dont have them
>>
>>11144789
remixed worth trying? went with classic

but the new episode music is awesome so far
>>
>>11144794
dont mind I hadnt saw the extra difficulty options
>>
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>>11144784
help
>>
>>11144714
I have and Quake 2 had to be dropped to 800x600 to run at 60fps with drops under reshade. Q2 source ports run 60fps in native resolution 1600x1200 in my case.
>>
>>11144751
See
>>11144803

System Shock EE runs at 60fps at 800x600 with reshade too. I’m running some old-ish i5 processor. This little bitch runs pcsx2 at 1.5x res and shaders but struggles with the kex engine.
>>
Im trying to log in but it freezes. Anyone else has this problem?
>>
>>11144807
I have been hesitant to buy them for that reason.
Arcane Dimensions (a BIG mod) runs perfect on my crappy intel iris xe processor with quakespasm, but i doubt the new machine games episode would in the KEX engine.

I also heard that the nintendo switch version of quake 1+2 also drops frames when playing the new episodes.
>>
>>11144814
I didn’t play the new episode much on the switch personally but it definitely dropped frames in the hub because the geometry is very intricate so, yeah, if you’re sensitive to frame drops stay your hand. It’s comfy as fuck in handheld but it’s not a game (series) designed for sticks
>>
trying the remix audio now its pretty fuckin cool, ofc good that there's an option to switch tho
>>
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theres already a bunch of mods listed I see, nice
>>
>>11144836
Is that an in-game currency?
>>
>>11144838
the amount of likes the mods have received
>>
>>11144836
Imp Encounter included...
>>
>>11144539
What's with the nightdive hate on this board?
>>
I don't like that it replaces the original Doom 1 port in my library, instead of just adding the new port to the library as a new game.
>>
There are problems with the mouse controls right? they are kind of weird
>>
>>11144890
You can revert back to the old one
>>
>>11144491
It's pretty cool to see how successful Kaiser has been. Can believe how far he has come since Doom64 EX
>>
>>11144890
>>11144909
you can just click "play dos" when starting it from steam, and its the exact same as the OG doom 1 release on steam with dosbox

for me I changed gzdoom.exe to dosbox.exe, and i use it to start up gzdoom
>>
>>11144491
>KEX ENGINE
it's running on Chex?
>>
File: DOOM.png (1.97 MB, 1695x932)
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From the DoomWiki

Although utilizing the KEX Engine, this is a true Doom engine port. KEX is merely used as a shell—more formally referred to as an abstraction layer—for handling input and output, while rendering is still performed by the original Doom engine. The actual Doom game code is contained in a DLL which is loaded by the KEX framework to run the game; this allows simplified portability.

This also means the absurdly high system requirements is a direct result of KEX engine.

Do you have what it takes to run DOOM?
>>
>>11144798
It's Hulshult's old IDKFA album mixed with a few new tracks, so if you enjoyed that then you'll like the remix
>>
>>11145029
yeah its pretty awesome desu, it really gave me a great new excuse to play some classic doom again, got sick of gzdoom with a few qol for the 100th time
>>
Does Kex engine still have noticable input lag?
>>
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>>11144661
>5mb HDD
>Ultimate Doom was is 11mb
This is for the shareware release, doesn't?
>>
>>11144734
nice troll john
>>
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>>11145096
Read nigga.
>>
>>11144791
It's because steam itself.
>>
>Doesn't replace the unity or DOS versions of Doom in any way.
>Free upgrade for anyone who owned any version of Doom 1 or Doom 2 on any digital store.
>Doom engine has countless source ports to fit every possible need and original WADs are easy as fuck to find or purchase
>Still 4chan complains
You people are such utter faggots.
>>
Anyone got the Sigil 2 soundtrack by Thorr?
>>
>>11144721
>whiners itt gotta remember that this is to get doom 1/2 out there for the normies that don't wanna fuck with source ports
They will never ever bear this in mind. The Doom general in particular cannot even grasp this basic concept. It isn't for us!
>>
>>11146003
wrong board anon?
>>
>>11144491
It doesn't have features like mouse look AFAIK.

That is unacceptable
>>
>>11144491
these are pretty cool ports for people who use controller. that is who the Kex engine is targeted towards.
>>
So can I run this source port on a TI-88 or not? Garbage bloated port.
>>
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>>11144491
Played the multiplayer and it was very fun. Like ice skating with guns with how fast it is. Pure chaos.
>>
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>>11144491
>If you own the steam version of Doom 1 you get this for free and it totally replaces the one in your library
>But the steam version of Doom II is still there
Why?
>>
>>11144491
I tried to get this new port by buying and redeeming a $2 Doom or Doom ][ key but Bethesda made the retailers discontinue the keys right before I could buy them, and that is jewish as fuck
>>
>>11146147
>mouse look in doom
good
I can't think of any good mods that require it
>>
>>11144491
Is the multiplayer supported across platforms? I’m planning on buying it on GOG because it’s DRM free will I be able to play with other PC users?
>>
>>11146191
I was able to get a Doom 2 key before they noticed.
>>
>>11146190
probably just a Steam library bug
>>
>>11146449
I can still grab one for $4 USD from greemangaming, I don't know if the new 1+2 port is worth $4. Stupid question yes, but I'm fighting the impulse buy temptation for yet another OG Doom rehash.
>>
>The DOOM + DOOM II service may be discontinued, and content modified, disabled, suspended or removed, at any time. See Terms of Service, Privacy Policy and additional details at bethesda.net.
What did they mean by this
>>
>>11146509
the joys of "gaming as a service" also known as "you will own nothing and you will be happy"
>>
>>11144491
It's definitely way better than the Unity ports were, and a good thing that this is a free update.

>>11144495
>>11144640
>>11144751
Just pirate the gog version and see if it works. No need to be a sport complainer when you can find out for yourself.
>>
>>11144491
>can't bind strafe key
>can't bind turn keys
>can't SR50
into the trash it goes.
>>
>>11146190
I imagine because its just replacing all the Doom One info in the Steam database. for them to also go through and take Doom 2 stand-alone from you could turn into a consumer nightmare. also there could be like 1 or 2 people who own Doom 2 and not Doom and then when Doom 2 disappears from their library they might have grounds to chase steam/ID for compensation.
>>
>>11146190
>>11146539
The new version is a combined package/launcher so it only replaces the first Doom game. The old Doom II version is just delisted now, but if you bought it you still have it in your library.
>>
>>11146509
It says that on every Steam game>>11146512
>>/resetera/
>>
>>11146558
>it's on all games so that means it's a good thing
>>>/reddit/
>>
>>11144495
>Or do i need to buy a Nvidia Geforce 1070 TI with 8gb ram to play an old DOS game?
No, you don't. This is not a DOS game. If you want to play the DOS version, you better start getting used to DOSBox.
>>
>>11144514
they did the same thing for Doom64, despite the original Kaiser source port supporting it.

Some retard at id must think it's giving them street cred among the enthusiast community. It isn't.
>>
>>11146253
it's just better even for classic doom. no functional advantages obviously but it's comfier
>>
>>11146530
Does the GOG version let you play online or do you need to prove ownership with that weird GOG launcher to make a Bethesda account?
>>
>>11144495
Gzdoom users:
>first time?
>>
>>11146913
idk if it's because my accounts are already linked but i can play online directly. the game only made me accept the 40 billion EULAs but that's every online games these days
>>
>>11144491
But can it run Brutal Doom?
>>
They're really selling batch files that copy paste engines and maps huh?
>>
>>11144491
I feel like being open source is the entire point of Doom

Without that it's just another game
>>
>>11146003
I think it's just redundant for most people. All they did was port a PC game to PC on a less popular engine
>>
>>11144721
fuck the normies
>>
>>11144721
Normies play Doom?
>>
>>11146498
I'd say it's worth for the new episode alone, it's super fun, there's worse games than that being sold for 5$ these days in the new boomer shooter craze
>>11147062
Doom became a big name franchise again after 2016
>>
how does it compare to gzdoom?
>>
>>11146947
Hopefully not
>>
>>11147104
Looks closer to vanilla Doom by default than gzdoom does
>>
>>11144491
I've been thinking for years that it would make more sense for Doom 1 and 2 to be bundled together instead of being separate releases nowadays, so glad they finally made that decision.
Honestly an improvement over the Unity version, and even supports boom/mbf21 maps now apparently. New official mapset also seems good so far.
It's not perfect, though. There are some bugs i've noticed, like resurrected monsters sometimes getting stuck on another monster (I remember this being an MBF bug, so probably fixable). And the lack of proper support for windows midi. So I generally prefer Woof still.
>>
I’m not buying Doom in the year two thousand twenty four.
>>
>>11146754
A lot of Doom 64's maps break with mouselook, and especially with jumping. Assuming you're not the type to meme arrow a youtuber being mentioned, Vinesauce's playthrough is a prime example of why the rerelease needed that shit gutted, because stupid people will jump around and vertically shoot wall triggers early by accident and break sequences worse than the soulsphere trick on Hectic
>>
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i wonder if you can just play the last level of the game and get this or if it actually tracks your progress
>>
>>11147480
Try it and tell us how it goes
>>
>>11146985
>All they did was port a PC game to PC
You know the new port is mainly for consoles, right?
And the Steam Deck I guess
>>
>>11144836
they need to hammer out some issues with the mods. quite a few of them are borked for me. myhouse crashes for example.
>>
Guess I will have to install it to try the new episode, then go back to Chocolate Doom and Zdoom, same as usual.
>>
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>>11147480
It does.
>>
>>11147580
>And the Steam Deck I guess
But i use gzdoom for hexen on the deck
>>
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Can i use moselook and turn off the auto aim?
>>
>>11147580
I was using GZDoom prior to this release for Steam Deck.
>>
>>11147621
you can play the new episode in Zdoom if you want
>>
>>11144514
I would love it if they added mouse-look and add Zombies EEE
>>
>modernized music made by Andrew Hulshult
Yeah it's optional but why?
>>
>>11147656
Did you do anything special for your controller settings for gzdoom or just leave it stock?
I installed it, but the sensitivity felt strange. It seemed kind of swingy, like it didn't smoothly handle thumbstick inputs.
>>
>>11147739
It's not that bad; I like it.
>>
Can you transfer your save data from the previous re-release to this? I was in the middle of Doom II. I'm on Switch
>>
>>11144661
Hold up, which doom needs a 1070 to run? What the fuck is this BS
>>
>>11147742
The only major change I did for gzdoom games was to turn off vertical input in the steam controller settings.

But, after turning it back on I think I see the problem your talking about. After a couple minutes of playing around I found setting vertical sensitivity significantly lower than horizontal felt a lot better. Alternatively, setting right stick to 'joystick mouse' in the steam menu was immediately comfortable if you're already accustomed to using that feature in any other games.
>>
>>11144491
does this shit need windows10? fucking lmao
>>
Legacy of the Rust is your very typical usermap quality hodgepodge made by two usermappers. Typical circlestrafe jerk battles, and long mileages of samey open the door, get the keycard layouts. If you want to play something of clever, intricate, authentic mapsets, stay with No Rest for the Living or Sigil.
>>
>Doom & Doom 2 were fun
>TNT, Plutonia and Sigil have all been too hard
I refuse to play on lower than Ultra-Violence but still
>>
>>11146917
[Graf Zahl wants to know your location.]
>>
>>11144845
old thing good
new thing bad
muh kex engine
>>
Having gotten used to GZDoom, no mouselook and jumping feels so fucking bad.
>>
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>>11146019
here you go dude
https://mega.nz/file/SsNx2IRZ#DVL6J51_JFuPcFInSVKus9FMjP5koTpFQFDLNLqCN7Y
>>
>>11147807
>which doom needs a 1070 to run?
Le keks engin
>>
>>11147918
It runs fine on my Switch so it definitely does not need 1070 power. The recommended specs are a 650 ti which is ancient. Maybe to run it 4k 144 fps on certain maps it needs more juice.
>>
>>11147909
It doesn't feel bad at all.
There is no need to jump or look up and down.
Mouse to turn is all you need.
>>
>>11147926
it doesnt even start on my pc with windows 7 and gtx 970
>>
>>11147909
Freelook in classic doom is retarded, there's no point and it skews the maps
>>
>>11146512
based
>>
>thy flesh consumed

WHAT WERE THEY THINKING
>>
>>11147909
>>11147973
Also jumping is quite literally just cheating
>>11147943
sounds like a problem w ur PC
>>
good, zandronum's a pain to set up
>>
>>11147912
>https://mega.nz/file/SsNx2IRZ#DVL6J51_JFuPcFInSVKus9FMjP5koTpFQFDLNLqCN7Y

Thanks a lot man!
>>
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>>11147825
Yeah i was playing it and it felt retarded in the way that a lot of community wads do, but then again I really am shit at doom. I really don't know how to play the type of doom where theres just a bunch of enemy spam and projectiles flying everywhere like im in a first person bullet hell. I prefer adventure style maps that ease in the difficulty similar to vanilla doom, or Duke Nukem 3d

Anyways ive been playing this port on Series X and im glad theres finally a modern port of doom that feels like it never loses performance. GZDoom used to run like shit for me all the time
>>
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i've played it having got it for free on steam
technical issues will get patched so whatever, but the new episode is meh at best
>sewer level
>500 enemies
>barely any rockets
yeah nah
>>
are there any custom wads designed with proper ramping difficulty? a lot of them just feel like shooting galleries with no sense of level progression.
>>
>>11144514
lol the fuck? Yeah this is absolute shit then. This needs to always be an option to have it or not this isn't fucking 1994 anymore. I usually like to play with it on it just feels like its a lot more natural that it should have always been a thing. I'm cool with things like no jump but this is egregious.
>>
>>11147979
>problem w ur PC
can play other source ports and doom eternal but somehow this shit doesnt work, ok
>>
>>11144909
>>11144953
That's not what he meant you nimrods.
>>
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The data files contains a TON of unreleased alpha/beta/unused assets, pretty cool stuff. Hundreds of sprite sheets with unused animation frames, alternate weapons graphics, etc.

https://www.youtube.com/watch?v=-wHzFOhpTF8
>>
>>11147859
I honestly hope that the next time that chicken man threatens to quit the doom community over some meaningless nonsense that he actually does it and fucks off forever.
>>
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>>11148068
Here's all the unused assets, ~1600 files

https://www.mediafire.com/file/7pfdplxg85em2lg/vaults.zip/file
>>
did anyone figure out how to start the mods in D2 instead of d1?
it seems that every mod thats not a map pack/overhaul starts in doom1, no matter what game you use to launch them
>>
>>11148068
can be viewed ingame
>>
can you play the new episode in other source ports?
>>
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>>11148082
>ACK!
>>
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>>
>>11144491
>GOD TIER
Woof
Nugget Doom
DSDA-Doom
PrBoom+
Chocolate Doom
DOS/Vanilla Doom
PsyDoom
Doom64EX-Plus
>GOOD TIER
ZDoom
Eternity Engine
Crispy Doom
2024 Kex Doom
Doom Retro
>MEH/IT WORKS/I CAN TOLERATE IT TO GET CERTAIN THINGS TO WORK TIER
GZDoom
Doom95
2019 Unity Doom after updates
EDGE-Classic
Vavoom
>BAD TIER
Doomsday
BFG Edition Doom Classic
2019 Unity Doom at launch
Doom Legacy
>>
>>11148063
What he said
>it replaces the original Doom 1 port in my library
What I said
>You can revert back to the old one
I.e. previous doom port.
>>
>>11148175
Why play Chocolate over Crispy?
>>
Tried it, there is no free-look that I could find (although I am sure it exists), and the game kept fucking with my audio settings. Refunded/10. Back to Freedoom. Its free and does not have these problems.
>>
>>11148186
Chocolate has more sovl. Crispy Doom's good too but Nugget and Woof make it largely redundant.

I'm pretty happy with the Kex rerelease and it's a good entry point for normalfags to experience the vast collection of excellent megaWADs from over the years but it does have a few annoying issues.

>can't delete WADs if they were taken down you have to just empty the bnetwads folder and let them redownload from scratch
>weapon switching is utter dogshit in the way it was currently implemented, especially egregious that you can't turn off auto weapon switching
>multiplayer should have more DWANGO-era maps, or ideally have custom WAD support since Odamex and ZDaemon are deader than dirt
>>
>>11144491
What’s the point? The other version was fine. Seems like bloat for the sake of bloat
>>
>>11148228
Functional online, tons of unreleased assets/behind the scene stuff, new episode, much better port for consoles, all this for free yet you faggots will still complain.
>>
>>11144721
>gzdoom isn't going anywhere
It better fucking not. These games have been available for fucking free forever. Microshit better not get cocky goddamn it
>>
>>11144743
>>11144747
That is a shame since I agree with you it would have been good if it lasted for the duration of a level. It makes sense it would anyways.
>>
I bet there's cut content of nigga doomguy eating chicken and playing basketball that will never see the light of day. At least we get to see the big lips and afro.
>>
>>11148083
anyone?
its the only gripe I have with this release
I dont want to start every mod with d1 maps
>>
>>11148242
How much are you being compensated for your faux anger?
>>
>>11148527
Could you please fuck off? everything he said is a valid point, and its a free upgrade if you owned the 2 dollar doom2 key anyway
>>
>>11144701
Can validate this. I tried this on my old 2009 i7 920 build, had no issue running the game.
>>
>>11148242
Unhinged schizos tend to congregate to this board. It's ironic considering how moot created the board specifically because of how shitty /v/ became over 11 years ago.
>>
>>11148219
>Back to Freedoom
HNNNGHRHG
>>
>>11148576
Yeah dude it's not just this one board
>>
I can’t fathom why people vehemently defend dogshit just because it’s free
>>
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>they removed the swastikas from the Wolfenstein stage
For what purpose? It's not like the symbol is what made the Nazis evil.
>>
>>11148612
probably to avoid EU shit
>>
>>11148612
They did that literal decades ago so they wouldn't get banned from Germany
They also removed the Red Cross logo for similar reasons
>>
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>>11148227
>>
>>11148219
>back to freedoom

If you didn't even extract the IWAD files before refunding, you're a bigger idiot than you know.


>>11144514
It does have mouselook you retard. What it DOESN'T have is Freelook, which vanilla doom never had anyway.
>>
>>11144721
>whiners itt gotta remember that this is to get doom 1/2 out there for the normies that don't wanna fuck with source ports

I don't want those people playing Doom and you shouldn't either. How the fuck is that a bonus? Human shit gets to experience my childhood, wowie!
>>
>>11148068
WHY THE FUCK DID THIS TAKE UNTIL NOW TO COME OUT

PEOPLE HAVE BEEN CLAMORING FOR THIS SHIT FOR LITERAL DECADES NIGGER NIGGER NIGGER I HATE NORMALFAGS SO FUCKING MUCH
>>
>>11148175
>Vavoom
Man... When's the last time anyone used Vavoom? Nostalgic.
>>
Does this have demo support? If not then lol
>>
>>11148606
Because this site is infested with underage retards who don't belong here.
>>
>>11146253
I much prefer being able to point and shoot. It feels a lot more natural even for a game as old as Doom. Also iirc Pirate Doom requires mouse look and its one of the best mods you can play.
>>
>>11148845
>even for a game as old as Doom
Doom is not old. Get out zoomer.
>>
>>11148186
Chocolate's goal of being as accurate to the vanilla engine as possible helps make it a notable and unique source port. No other source port that I'm aware of does this.
Crispy's goal of being a limit removing port kinda falls flat, when numerous other source ports also do this, while also not limiting themselves to just the vanilla map format. Early on, Crispy did have merit for its 2x resolution scaling that didnt distort the UI, as no other source port did this until many years later. But the moment Woof' (which was started by the same person, mind you) took a stride and became more than just an updated WinMBF, was the moment Crispy lost any notable purpose, IMO.
>>
>>11148723
Based webm maker. This kind of stuff reminds me of the soul that various Doom forums had in the 2000s.
>>
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>not Doom and Doom II as an uninterrupted campaign with elements from Doom II ported back to Doom's maps

PS1 wins again, babeh (although I have no idea who this is on the cover).
>>
>>11147343
there is nothing, literally nothing, implying or inferring that jumping should be enabled for there to be 3d mouselook
>>
>>11147701
no
>>11147973
it doesn't skew anything if you're on gzdoom you fucking idiot
>>
>>11148923
The maps aren't designed for you to be looking up and down, it's that simple, it's pointless, it's not doom, gzdoom has a lot of garbage defaults that make it further from Doom than this new port, absolutely disgraceful zoomerification
>>
>>11147909
>jumping
Why would you need jumping?
>>
>>11148612
They already made this censorship with the unity version, so its not new. And its still preferable to what they did in the BFG edition, where they just outright removed the ss nazi enemy and the iconography textures from the files, which effectively made various mapsets that relied on such data incompatible with bfg's doom2.wad.
>>
>>11148175
I love that we love in an era where I have access to pic rel on phone at any time
>>
>>11148906
PSX DOOM is kind of shit dude. I'm sure if you got this for Christmas in 1995 you'd have a blast, but it's got so many things wrong with it
>dpad only controls with slow as fuck turning
>backports the D2 enemies into D1 (which is admittedly cool) but also outright removes some enemies and reduces enemy variety within each level
>compressed graphics that make the viewmodels look like shit
>gaudy implementation of colored lighting where sectors are fullbright with no light bleed so you'll just have some random blood red or like green tiles sitting right next to normally lit areas
>reduced enemy count, reduced texture variation, etc.
>no splitscreen and obviously no online
>some of the levels run at 5fps
>>
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holy shit is this true?
>>
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>>11149057
>>
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>>11149057
no, dude doesn't understand what KEX actually is
>>
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>vsync forced on, on console
>Can't be turned off
>Adds lots of input lag

It's over
>>
>>11149057
people like this are truly insufferable
>>
>>11149057
Clowned lol
>>
>>11147918
No it doesn't? Lol
>>
>>11149057
why did he change the name of the topic? guarantee you he's browsing this thread
>>
>>11149135
keks
>>
>>11144491
Just use a source port.
>>
>>11148906
PSX Doom is kinda as to play but I love the atmosphere, wish someone made a mod that ported that stuff to the main game and leave the mosters untouched.
>>
>>11148603
>thiking about meds
ngmi psycho
>>
>>11149236
haha what the fuck is a moster dude? are you high
>>
>>11148136
>that medikit that morphs into archvile
>>
>>11144491
What's so significant about this port that wasn't already done through GZdoom? besides no rest for the living
>>
>>11149272
The appeal is mostly for consoles.
For anything else, a new official episode.
>>
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>>11149057
We need to get some GPL schizos in here to figure this out
>>
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>>11148923
>no
shit that sucks, i really don't like to play doom without mouselook.
it's 2024 and auto aim feels like easy mode, it's shit
>>
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>>11149351
Kex integrates with the original Doom engine as a DLL if I remember right. You can have a proprietary application dynamically link to an unmodified DLL thats been licensed under GPLv2. If they made changes to the base idtech source code I think that would need to be open sourced, but not Kex itself.
>>
>>11149279
...why the fuck would you play Doom on a console unless it had unique shit like the PSX or N64 ports?
>>
>>11148996
90% of the appeal of PSX Doom is the new atmosphere and freaky music.
>>
>>11149416
I play splitscreen with my kids
>>
>>11149468
Get out normalfag
>>
>>11149236
I think there is a PSX mod that does exactly what you want. I remember downloading it a long time ago but never got to play it probably because I wasn't understanding something about moving the files correctly but I know for a fact someone made some PSX mod.

Not sure if this is the one I downloaded but here is a video.
https://www.youtube.com/watch?v=WT_p_axe7mo
>>
>>11149117
Maybe they forgot about 60hz, 120hz is very playable and although input lag is still bigger than nuggetdoom, I have no issues with aiming. Unity port was so much worse.
>>
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>Helm with horns

Doom: The Dark Ages confirmed canon
>>
>>11148881
Thanks. I always thought Crispy was just a Chocolate with 2x resolution and some minor QoL features. So just as purist friendly as Chocolate. Didn't know about limit removing, guess that's not gonna do it for true purists...
>>
>>11147973
The skewing is comfy. Dark Forces vibes
>>
>Serious Sam and Turok had a baby
uh... what?
>>
>>11149267
>>
am i the only one who finds incredibly RIDICOULOUS that DEHACKED is still being used?? can't they come up with something better? holy shit i just read that this new format still uses dehacked/decohack
>>
>>11149667
The only thing limit removing does for these purists is make old maps that were intended for vanilla, but which accidentally had overflows at certain angles, not crash. I used to use Crispy DOOM with literally zero enhancements just because I had some 90s wads crash on Chocolate DOOM due to visplane overflows.
>>
>>11150070
The crashing keeps it pure.
>>
It's called the Kex engine because you see it and then you kek.
>>
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playing master levels for the first time
and fuck this level and its invisible ledge to get to the yellow card

master levels beenreally mediocre experience so far. im glad im over with this soon so I can start legacy of rust
>>
So when is Pirate Doom gonna be supported in it?
>>
>>11150637
anon...
>>
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>>11144491
Has anyone tried the coop yet? Is it good? Also can you online coop in custom wads?
>>
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>>11150637
>pirate Doom
icwutudidthar
>>
>>11148970
>The maps aren't designed for you to be looking
opinion discarded. You're a moron.
>>
>>11150830
Explain how that's not true when Doom isn't meant to have free vertical aim you troglodyte
>>
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Could you use the MT-32 with Doom back in the day without doing weird patching?
>>
>>11148136
Any wads that make use of this? I'm curious to see it during gameplay.
>>
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Found out that I was able to greatly reduce stuttering by switching the resolution in the settings rather than using the original, 2x, 3x presets. I think my machine just can't handle 1080p even when just scaling up.
>>
>>11150637
When someone ports it to vanilla like Chex quest 3.
>>
>>11151683
I don't remember much but I think it doesn't sound quite right if you set it up as either Sound Canvas or General Midi in DOOM's setup.
>>
>>11144491
Curious if anyone uploaded the UAC Nightmare WAD on their downloads page.
>>
>>11147751
It's demo compatible iirc so I can't imagine why not.
>>
>>11147830
>I refuse to play on lower than Ultra-Violence
That's silly. If something is too hard on the highest (real) difficulty then lower it.
>>
>>11149057
No. He's fucking retarded.
>>
>>11151931
UV is set standard difficulty, anything lower means you didn't beat the game.
>>
>>11151937
Game defaults to hurt me plenty.
>>
>>11148881
Chocolate still doesn't replicate all the bugs, but it does a great job overall. Good port.
>>
Serious question, why would I use this over GZDoom or one of the hundred other source ports?
>>
>>11144491
I just gave it a try because I bought the Doom pack on steam years ago so I got it for free. Honestly its not a bad way to play classic Doom if you're a retard that can't figure out source ports or follow a guide, and its nice that it comes with a complete selection of official wads. I also like that it has original resolution rendering. Other than that, its really nothing to write home about. I'll be going back to my source ports for playing classic Doom.
>>
>>11149787
It's for compatibility. They should included decorate support etc tho.
>>
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>>11148048
Try some old-school wad/old-school inspired wads.
For easier/ramping difficulty megawads I like:
Freedoom 1 and 2, Memento Mori II, Doom 2 the way ID did and Moonblood.
I would also say that all of the wads included in this kex port also fit the bill.
>>
>>11150712
You can only dm in the og games and not mods. I assume coop is the same.
Which is ghey.
Maybe they'll add support for that later.
>>
Where is GUS patches used in the port? I need to replace it with MS Synth patches, but just can't find it
>>
>downloaded it yesterday, played all of E1 and half of E2 at 60fps
>played it again today, had shit framerate even on windowed 480p
Either my potato is kill or something happened, i'd go for the first since the game didn't had any update that could fuck up the framerate
>>
>>11152057
>8GB Ram requirement
>>
>>11152058
3.5gb ram, a6 3670k, but like i said, yesterday i could run it at 60 fps
something happened and i don't know what the fuck it was
>>
>>11149057
nothing's stopping you from making a closed source port
see: zdaemon
>>
>>11149057
>one of the anti-nightdive schizos from /vr/ making posts on STEAM discussion forums

I'm disappointed that it's so predictable.
>>
>>11149057
>assuming every GPL violation gets their day in court
>>11149351
Dual-licensing is a thing - and likely what happened is Beth/ID re-licensed a copy of the doom source code, which they can do as they are the copyright holders (yes, if you write GPL code you still retain copyright, this is different to public domain code FYI).
However if the KEX release does use copyleft code from various source ports, then they are required to open source anything that the code touches. DLL/library calling would still mean they'd have to release the source code for the entire binary, while the KEX client portion can stay closed source.
>>
>>11147830
Every difficulty is legit besides ITYTD (which is the same as Not Too Rough but with extra player buffs to make it much more forgiving). If a few extra medkits and a couple fewer revenants is what it takes for the game to go from too hard to the right amount of hard, then there's nothing wrong with playing on HMP or even NTR
>>
>>11151998
>Chocolate still doesn't replicate all the bugs
Which bugs does it not replicate?
>>
>>11152189
You can't dynamically link to GPL library from proprietary application. That's what LGPL is for. Pretty funny how they released remastered Quake 2 game DLL source code under GPL, which means if anyone mods it it can't be loaded back in KEX engine, only source ports.
>>
>>11147830
IMO, Doom 1 is kinda easy, outside of maybe a couple levels in E4.
>>
>>11144491
Jesus, just put the wads on there and have it auto download a source port of your choice.
>>
>>11144721
>also whiners itt gotta remember that this is to get doom 1/2 out there for the normies
Buy a fucking ad Nightdive
>>
>>11148857
Do you understand what "relative" means?
>>
>>11144716
>90 fov
This new version uses vertical fov values, so 90 isn't the same 90 we're used to in vanilla and source ports.
I found that 74 is more true to vanilla
>>
>>11144743
>>11148253
That's a questionable change, putting you a strict timer with the radiation suits is part of what makes some levels tense like E4M2 or E4M6. Is it an option at least?
>>
>>11144721
It's got great stuff for casuals, but also great stuff for modders. /v/tards who fall in between get nothing.
>>
>>11147062
Doom was featured on Friends. Can't get more normie than that.
>>
>>11148702
>sovl
>gzdoom
Silly normie.
>>
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gzdoom works
>>
>>11152584
Dunno if they patched it but when I played last night rad suits work as intended.
>>
>>11152007
As of current moment basically no reason other than the brand new level pack and IDKFA soundtrack but worth a playthrough in it at least once
>>
>>11153358
no, it doesn't. Since the release of id24, no source port "works". And I'm afraid gzdoom isn't going to work in any forseeable future.
>>
>>11153512
meds. now.
gzdoom is the defacto port for all modern mods
and some of those mods become games
gzdoom is supported and used by tens of thousands of people,

boomers like you can just use the retarded ""MUH COMPATIBILITY"" ports and use the keyboard with no mouse for playing.

retard
>>
>>11153512
Just a few games based on gzdoom

Selaco
>https://store.steampowered.com/app/1592280/Selaco/

Supplice
>https://store.steampowered.com/app/1693280/Supplice/

Blade of Agony (freeware)
>https://boa.realm667.com/

upcoming: Desdain
>https://store.steampowered.com/app/2113270/DISDAIN/

REKKR: Sunken Land
>https://store.steampowered.com/app/1715690/REKKR_Sunken_Land/

there are many more,
please just stop posting, you are embarrassing yourself
>>
>>11153602
Rekkr ships with GZDoom so that it can be sold with a commercial ready engine. It's completely vanilla compatible.
>>
>>11149472
Stfu fagget. I've played all of them and it runs fine on ps1
>>
>>11152584
>>11153486
Yeah was gonna say. I didn't experience the radsuit being permanent at all in my legacy of rust playthrough.
>>
>>11151551
because 3d mouselook has nothing to do with map design. The two things aren't even correlated.
>the soundtrack wasn't meant for you to have free vertical aim
without jumping, the game still plays exactly the same. The same game logic, the same game mechanics, the same player and enemy movement, the same progression. The only added thing is player comfort.
>>
>>11152034
>>11148048
Don't start with MM2, start with the stuff he made before. MM1 and MM2 are co-op orientated.
>>
>>11153565
>thiking about meds
ngmi
still not working with ANY version of gzoom 'til a QOL-esque patch, newfag.
>>
It's crazy to me that this lacks both freelook AND keyboard-only controls. You're forced to use either a controller or MKB where the mouse can only look in a single plane. If you're gonna remove the option for keyboard only, then at least let me have full mouselook.

There's also no option for strafing using a singular key versus having dedicated keys for strafe-left and strafe-right. Like why would you remove this? It's a basic ass feature of the original game.
>>
>>11154547
yea it sucks you cant play with a keyboard only,those are my favorite way to play old doom and heretic ect.
>>
>>11144491
i thought it was free is it not ? im on PS4 and it was free but i already had the old version of doom 2 so maybe its because of that since now you can only access the old version of doom 2 and 1 through ps plus,only thing that sucks is i hadnt bought the old version of doom 1 so now i can only play this version of doom 1 but hey its free so who cares it seems to play nicely on it and the remixed soundtrack is actually good.
>>
>>11154503
shut up nerd
>>
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>>11153512
Doom Infinite runs on gzdoom and it is the one of the best mods ever made for Doom.

You are so fucking wrong, obsessed, seething, unable to sleep at night.
LMAO, what a loser
>>
>>11144721
>also whiners itt gotta remember that this is to get doom 1/2 out there for the normies
What non-millennial normalfag plays doom 1 or 2?
>>
I wish there was a mod browser on the Switch version, unless there is and it's hidden. I want to see how the Switch handles Nuts.
>>
>>11155356
I knew a zoomer girl who became obsessed with DooM 1 and 2 after playing them in VRChat
>>
>>11154424
I never found MMII too hard solo even if it was meant for Coop but I guess you're right.
>>
>>11153358
gzdoom is good
dsda is good
making even more money from this immortal game is understandable
>>
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>>11148906
>>
>>11149236
>>11149482
it's not a mod it's a native PC port
>>
>>11144838
Its very clearly likes you fucking idiot
>>
Do console babies get the mod browser?
>>
>>11156363
yes and and if you subscribe to a mod on your console it will auto-download on PC when you log-in
>>
>>11154943
make me, brainlet.
>>
>>11148918
He's just saying its a similar problem of being able to complete a level without actually playing most of it. At the very least they should include it as a hidden option or something though.
>>
>>11156363
Switch version didn't. Probably to prevent kids starting housefires with nuts.wad
>>
>>11144530
only good for stomping consolefags in deathmatches, but yeah I'll stick to Nugget
>>
>>11152034
>pic
The game looks nothing like this on a super ultrawide screen
>>
>>11147603
Isn't that some fag mod?
>>
>>11152012
I'm a retard - what do the source ports add to the vanilla Doom experience that these official versions don't, besides mods?
>>
>>11156537
in what way does enabling 3d mouse look allow you to be "able to complete a level without actually playing most of it?"

do you also think that enabling 3d mouselook has to, by an act of god, enable and bind a jump key at the same time?
>>
>>11159390
Playing devil's advocate and don't actually agree with him but, SIGIL has switches that are activated by shooting over a linedef. With freelook you could shoot at linedefs at elevations you normally couldn't, which could theoretically skip a part of a level. Theoretically, I have not checked the actual levels for this
>>
did they remove the green and red tints from the rad suit and berserker packs or is that just a steam deck thing?
>>
>>11160349
It's tied to flashing in the accessibility options.
>>
>>11145016
Not entirely correct, the rendering uses Rum Raisin's renderer, which is yet another updated take on Chocolate.
>>
>>11159816
thank you for a response that doesn't make me feel like I'm going insane
>>
>>11148857
Extremely low quality.
>>
>>11153565
>>11153602
>>11154943
>>11155310
You're right, GZDoom is the most commonly used source port, and it's *adequate*, but you're missing his point and GZDoom could be better. His point is the the id24 standard isn't supported by any engine, thus no source port is completely working at this point. You can run LoR in GZ or Nugget or whatever, but you'll miss some little things (skies, weapon slots) because the new wacky standard hasn't been supported yet. Also, just because it's the most popular and people use it as a babbies first game engine a la Unity or Game Maker doesn't make it great. Vulkan is embarrassingly hitchy and is the default now, and games like Selaco were shipped with defaulted too. The first thing you'll see on any machine is a few hitches when you pick things up and enter a few rooms for the first time. It's not til you select OGL that this goes away and this isn't talked about nearly enough regarding GZ Vulkan. Even VKDoom is total shit in this regard. GZ's hardware renderer in general is also barely faster than its software engine and it doesn't take much to bog down. Load nuts.wad into GZ and then into DSDA or Nugget and you'll see a difference of 30fps with cores maxed out vs 120fps @ 10% total CPU usage. GZ's adequate for most mods and you HAVE to have it for several that are designed for it, and it's a decent no-code game engine for newb devs, but it's kinda sloppy.
>>
Really weird shit with this port. I can play it on my Steam Deck in handheld mode no problem, start and restart and quit and open the game again no issues.

But as soon as I dock it to my C2, even if I play it at the same resolution, the frame time seems to get slightly off. If I close the game and open it again then it's completely fucked and stuttering.

Real weird shit.
>>
>>11161408
We're fairly certain the game is fucking up with refresh rates of various monitors. Like fucking up between 59.9, 60, 60.1hz.
>>
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Four things of note playing this port on Switch:

-No fan uploads of mods so no one can sneak H-DOOM on there

-Master Levels has new level lineup as a complete campaign and takes music from Doom 1 and 2

-NRFTL reverted to the song choices from back when it first dropped

-Soul Silo in Legacy of Rust chugs the Switch if you play with 4x or MAX anti-aliasing because of its 30K+ Linedefs and the slaughter room of Imps
>>
>>11161408
>>11161769
yeah digital foundry confirmed that it's not running at 120hz, but closer to 119.18hz. Funny your TV should be able to handle that just fine.
>>
I've been playing Doom online since the early 2000's, it's pretty fun to jump into a full lobby and fuck everyone in the ass, but I wish the average player was actually a challenge

Hope they let people upload mods so I can finally get some people to fucking play Barrels of Fun with me
https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/a-c/barrofun
>>
>>11144491
how do i delete mods in this version? I couldn't see them in the steamapps folder
>>
>>11148857
Doom is 30 years old now, which in videogame terms is ancient history.
>>
>>11162545
%USERPROFILE%\Saved Games\Nightdive Studios\DOOM\bnetwads
>>
>>11147603
That's a GzDoom mod isn't it? That's never going to run in this port, ever.
>>
>>11144661
>>11144686
>>11147807
>>11147918
>>11147926
I'm pretty sure that they just haven't bothered testing the game on lower spec machines than that, because they didn't have one available and didn't want to bother.
I imagine you can make it run fine on a 10 year old computer.
This is not unusual for these kinds of rereleases.

>>11144514
>>11148054
None of the original iD Software levels are made for it, and 99% of all map packs you can play with this port will not have been made for it either. You'll want GzDoom if you're looking for things like that.

>>11146754
>Some retard at id must think it's giving them street cred among the enthusiast community. It isn't.
You're a cocksucking brainlet, the game wasn't designed with full freelook and there's numerous points where the player can easily break the levels by using it.
So you're either angry that they didn't ship a game which is going to break and create softlocks for countless players who don't know better (presumably including you), or that they didn't take the time to pointlessly rebuild various parts of the game to accommodate something it never used to have.

Kill yourself.
>>
>>11163081
>there's numerous points where the player can easily break the levels by using it.
In Doom 1 and 2, there isn't even a single map where this is true.
>>
>>11163305
In the stock Doom and Doom 2 maps, that's almost true, but MAP30 still becomes completely trivial with freelook.
For various usermade maps, which this port can now play (in theory anyway, we'll see if they'll fix this port enough), there's countless examples where it will.
>>
>>11163305
Well with Sigil, and the eyes it's now completely true.
>>
>>11161796
>Switch
>4K
Huh?
>>
>>11163816
4x, not 4k. The new game has a resolution scaling option, 4x is 4 times the resolution of the original game, 320x200
>>
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wip of final frame. 2 "wing" angles in between to do after this
>>
>>11164157
Wow. That's really goddamn good.
>>
>>11164159
Thanks. Posted it in the wrong thread tho, lol.
meant to be in the doom general.
>>
>>11162676
based
>>
Anyone wanting vertical looking in Doom deserves to be ignored.
>>
Doesn't seem to run on win 7 unfortunately. Oh well, not like I paid
>>
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This thread is full of DOOM posers!
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>>11164290
>>11162676
Update - I deleted the mod I didn't want, but it reappears in my mod list each time I boot Doom :(
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How can I make the dos version load a mod?
e.g. before this Nightdive update i had it set up to load brutal doom whenever I selected the dos version, but things seem to have changed now
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>>11164416
Do you mean that one cut down DeHacked version of Brutal Doom someone did?
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>>11164421
no
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>>11156206
Didn't he allegedly go crazy from wandering through hell for so many years? I wouldn't knock the guy for giving up on haircuts when his only life goal is to sodomize demons with a shotgun.
>>
This game is so much better than Doom or Doom Eternal. It's like having 8 games in one.
It's like the FPS version of Super Mario All-Stars. Perhaps it should have been called Doom All-Stars instead of the deceptive Doom + Doom II.
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>>11164461
i haven't played any of the games besides the doom 1 and 2 base games. Are they actually good?

For the record I enjoyed Eternal and 2016. I also enjoyed 64 and have started 3 though first impressions aren't as great
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>>11164359
on the one had, glad he's not giving himself burnout

on the other hand, I hope he's happy and flourishing. Video game eudaimonia.
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>>11164485
BTSX is peak Doom. Ignore anyone who tells you otherwise.
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>>11164764
what i meant is - are the other games in this collection (sigil, legacy of rust etc) good?
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>>11164485
don't know how confident you were playing 1 and 2 but definitely don't expect to play rust on UV unless you enjoy scumming after every encounter. sort of thing where it'll just dump a dozen revenents on you and expect you to deal when you have to scrounge for every shotgun shell.
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>>11164429
Then you're not running anything Brutal Doom on anything DOS.
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>>11164990
sorry i wasn't clear and got confused. I think what I'd done in the past is set the launch path of the Steam DOS version to load gzdoom+brutal. I've gotta figure out how to do that again
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Decided to try it and see how it compares to 1.9 for Dos and Chocolate / Crispy Doom. I have left the rendering resolution at 2x, and it's ok, but I'm missing one thing.
Is there a way of lowering the framerate to the original 35fps?
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>>11165121
>split screen co-op
It's nice that they added a functional coop. On the Switch 2019 version, two players split screen puts the windows one on top of the other with the rest of the 16:9 screen space empty. No way of configuring the split.
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>>11165113
You might as well just make a shortcut on your desktop. Or a shortcut on your desktop to a Launcher program, so that you can easily load up Brutal Doom with whatever levelset you'd want to play it with (some will work better than others).
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>>11149236
There are several options:
>PsyDoom (Native PC Port)
>PSX Doom TC for GZDoom
>PSX Doom TC for Zandronum (A bit different and more optimal for multiplayer if you want to simulate the system link play)
>Doom CE Sourceport

Nothing beats real hardware to me though. This game is comfy as fuck. I even burned a disc of the mod that ports all the removed levels and enemies, including Sigil and NRFTL.
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>>11165419
Psydoom is great, but I wish software mode supported widescreen. The vulkan renderer is too clean.
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>>11164789
TNT is decent but a bit boring.

Plutonia is expertly crafted but a ball-buster.

Master Levels are an interesting piece of Doom history and I can't help but find them charming and cute.

No Rest For The Living is an EXCELLENT nine level episode and to me is better in its brevity and execution than all of Doom 2.

Sigil is a very good and well-thought out fifth episode to Doom 1 by John Romero, whose involvement in Doom 1 is noteworthy as the guy who made almost all (not all) of E1 and E4, which are easily the two best Doom 1 episodes. He also hadn't made any real Hell levels until Sigil (E4 is on Earth iirc) so it's real interesting to see his take on it given Doom's stock assets being used so creatively.

I haven't played Sigil 2 but it looks like more of Sigil 1 but a bit easier which is fine.

Reddit-spacing for readability
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>>11165419
PSX Doom TC with PSX Sound Caulking and Project Babel was some of the peak Doom I ever played.
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>>11144491
FYI I found working 64doom ROMs on the internet archive: https://archive.org/details/n64_20220901

With Doom 1 you have get into the game quickly or it will freeze on the menu
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>>11165518
wrong thread but fuck it
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>>11165506
Damn. For years I have been misremembering that ad as "Old soldiers never die, they just smell different".

I started with the new version and right now I'm configuring ports in the router for choco and crispy.
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>>11165419
fixed
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>>11165506
Romero made MAP29 of Doom 2, which is as hellish as his E4 levels and one of the best IWAD maps.
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>>11165518
Neat. I think it would be cooler if it were using doom 64 sprites and textures etc.
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>>11144836
Only 3 of those work on PS5. And they all worked on the Unity port.
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Didn't read the thread and I'm guessing it was already answered
Is there a difference between the doom2 version from the bundle vs the standalone one?
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Kex bros… we eatin good tonight!
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>>11144803
That's because the source ports cleaned up how the game handled texture streaming and got rid of binary space partitioning.
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>>11166132
the difference is your steam UI cache hasn't updated to remove the Doom II package altogether because Doom + Doom II replaces both Doom 1 and 2.

and the differences between the new package and the old ones are the same; old one was 2019 Unity port. New one is 2024 Kaiser port.
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>>11166132
I'm pulling this out of my ass because I can't check right now but the "standalone" one is probably still on the Unity engine instead of the new Kex-based port
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>>11166705
>>11166704
Ah lads
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>>11166705
>>11166704
Thanks anons
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Is only me or do the mosters sometimes not giving a fuck and won't attack the player on KEX?
Happened on different maps on two separate PCs. I suspect saving is broken.
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List of issues:
- Can’t do multiplayer with mods, you could with the unity port
- "Modern coop" imo needs a lot more work to make coop better and modern
- 1. Checkpoints, or at least Multiplayer Saving and Loading should be supported. The new respawning is a good start, but having everyone pistol start on death is a bit much sometimes.
- 2. Inventory should be less abstract and work more concretely, like Halo for example:
- a. Multiple people should not be able to grab a single map-placed weapon, that weapon should disappear when grabbed. (Maybe make this a rule only for power weapons?) This makes looking for and finding guns a big deal, more engaging, and engages the player with the map more. I would also say that if someone already has a weapon (supershotgun for instance), they won’t pick up a second map-placed super shotgun from the map, and will leave it for someone else who does not have one yet.
- b. Deathmatch weapons should not show up in Coop. I started Doom II and there are like 3 BFGs in the starting room. Completely ruins the sense of progression in the game. They need a Coop and Deathmatch tag for map making, or something.
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>>11167773
This happened with me on LoR and I have video proof. It’s like they’re aggroed to something outside of the map.
https://www.xbox.com/play/media/KxttvzFUgc
Idk if that clip works
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>>11167773
It's apparently a vanilla doom issue that most sourceports fix
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>>11167795
DM weapons spawning in coop is normal though and has been since DOS. If you've ever done coop Doom 2 it always has the dm weapons on entryway
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>>11167795
hard agree on all of these. Also, for the love of God, fix the UI on the mod browser. Include categories; let me load multiple mods at the same time.

Also, megawads with different color pallates load correctly for monsters and decorations, but not the blood. And the MIDI engine sucks. GZDoom is still better.
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>>11144491
I like the remixed soundtrack
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>>11167897
I know
I consider it to be a core flaw in the co-op experience.
"Modern coop" mode should fix it.
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>>11167807
Yeah seems like sometimes they aggro against voodoo dolls instead of the actual players. Seems to be save related. I know E2M3 it does the same thing with the monsters that teleport in the lobby towards the beginning of the map
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I thought I sucked at playing Doom until I discovered the I'm too young to die difficulty setting.
I don't know how or why, but it seemed like my skill level went up significantly. I was a badass space marine...
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>>11168137
Check and see if vertical sync is on, because that can give you pretty awful input lag which makes the game harder in a subtle and insidious way.
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>>11166704
>100 hours in doom1
>like 4500 hours in doom2
>doom 2 deleted
thanks gabe
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>>11169464
lol now you can't prove to anyone how big of a loser you are
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>>11169562
>implying I have friends
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>>11169562
anon, it's less than 44 minutes a day since it came out on steam
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One thing I notice is sometimes when you reload a save, the enemies would just walk right past you and would all gather all together in some random spot. This of course only applies to those already agro'd, if you alert anyone new they'll target you of course.
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>>11169761
>>11167807
I wonder what they’re aggroed against.
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>>11169761
Yeah apparently in levels with voodoo dolls, theres a bug where reloading a save causes the already awake monsters to seek the voodoo doll instead of you.
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>>11144491
>Expensive
Sorry the old ports were cheaper
>But it runs on the switch
I think the only thing about this port is that you can ''preserve'' it on physical media, idk backups are a gray area.

Just buy the old ports backup isn't a problem because later you'll have to mod your console so your ''official'' copy won't be any different or better than a souceport running on a softmodded console.
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>>11169937
Also to note, this seems to mainly affect legacy of rust and loaded mods.
Final Doom's levels with voodoo dolls are not affected, which probably means that the bug is not present if the port is enforcing vanilla compatibility.
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>>11169942
gzdoom runs on switch too
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>>11144491
>that fucking awful browser for mods
>betheshit login procedure constantly glitching
>can't even fucking pick the version of doom you want to run when you activate a mod
>can't even do precise searches in the mod browser by typing something
>if you set a search filter, it goes away after you clicked on a mod or wad
>most mods are fucked up too
>mod browser is a trashdump full of people just leaving their half assed map and mods

holy shit, that was on cucksole, how bad is it on pc? Bugthesda sucks massive dicks, imagine making something worse than the hundred of free ports of doom released through time. Cancerous meme company. I bet it's because of them, none of the nightdive projects not affiliated with them were that bad.
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>>11172539
>can't even fucking pick the version of doom you want to run when you activate a mod

By that I mean that ALL gameplay mods I downloaded only work with doom 1 because it's the first on the list I assume. Impossible to play them with other doom games.

Fuck bethesda.
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>>11144491
Im having a thing where if I load up a level from the select screen and finish it, it sends me back to any other level in the wad, anyone knows what the fuck is up with that
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>>11165506
>(E4 is on Earth iirc)

It takes place on Phobos, one of Mars' two moons. How did you not already know this? Are you really this new?
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>>11173328
misread E4 as E1 disregard this I suck cocks
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>>11167773
Sounds like broken REJECT tables, which can cause monsters to ignore the player lmao imagine fucking up something this fundamental
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>>11144789
>>11144801
>pistol start toggle
It's fucking bugged: If you grab a backpack and then have it removed by a pistol start, all the subsequent backpacks will only give you ammo without raising your max capacity.
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>>11171728
On an unmodded switch? I don't think so
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>>11148175
>BAD TIER
>Doomsday
>Doom Legacy
I FUCKING HATE ZOOMERS
>>11148814
Me, last year.
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I was looking for a way to play Sunlust on my TV and the Wii homebrew port wasn't really cutting it so I decided to just shell out the 10bux and get it on PS4.

I have to say it is really good. For a PC player it might not really be worth it for something that's basically just DSDA-Doom but with more annoying wads to play, but it really works well with a controller. Analog movement really feels great. And I can definitely see the appeal of just coming home from work and booting into the WAD of your choice from a menu instead of with the command line.

My only concern is the wad browser, it really is just shit to find the WAD you want. Took me 5 minutes to find Sunlust. And of course if it's an obscure wad you're fucked.
Hope they implement a way to sideload wads at some point.
Otherwise even still it's well worth the price for me. I'm not so cheap that I can't blow a tenner on Doom.
>>
So, I'm not a doomhead or anything, but why are people pissing their pants over no freelook? Wouldn't that trivialize the icon of sin fight? And why does it even matter, when elevation hardly matters? A mob can be 100ft above you and your shots will still hit, so what's the difference?
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>>11173804
why would you have an unmodded switch?
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>>11174546
Icon of Sin fight is trivial as is.
It sucks for some of the user maps that aren't stuck in early 90s mindset.
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I don't know if it's just me being incompetent but using GZDoom the new enemies are invisible
Should I just use the standard source port from the Steam release?
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>>11144890
On GOG they gave the new one to me for free and I can still access the old one I bought
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>>11174489
If you're used to the Wii and wagglan, these ports allow you to use gyro controls, some people say it's almost as good as mouse turning.

>>11174546
>but why are people pissing their pants over no freelook?
They don't know better, I guess. You use a port like GzDoom for playing the game like that.

>Wouldn't that trivialize the icon of sin fight?
Yes.

>And why does it even matter, when elevation hardly matters? A mob can be 100ft above you and your shots will still hit, so what's the difference?
Misconception. Projectiles and hitscan attacks all check for height, if they are too far above or below to intersect, they will pass without hitting.
What there is, however, is the aim assist, which provides a very subtle horizontal nudging of your projected point of impact if it's close enough to an enemy or barrel, and more importantly adjusts it vertically to make up for the lack of vertical looking and aiming.
This is based on your vision, or the geometry ahead of you, if there's an invisible, solid wall, between you and the target, you can visually see him with your own eyes, but the aim assist can't see through solid geometry and thus ignores him. Your aim assist can also only reach 1024 map units, past that it recognizes nothing.

What gets skipped is that monster melee attacks don't check for height, only if a target is adjacent, which is why a pinky can chew on a caco way up in the air. Enemies and players also cannot intersect with each other, just because the game skips checking for the Y axis on that specific point (Heretic adds the tiny bit of code to complete this). Explosions also do not check for height, which is incidentally how the Icon Of Sin works.
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>>11174603
>Icon of Sin fight is trivial as is.
It's not some ballbuster of legend or anything, but no, it's not trivial, you need to time rocket shots, getting one chance per pillar ride, and the monsters coming at you do not stop, and you only have so much health to fall back on. If a Pain Elemental, or two, spawn, then that makes the entire affair much more obnoxious, you clean them out with BFG shots but you don't have infinite cells, and sure as shit you'll get more of them spawning, also an Arachnotron is hosing you with plasma now and he won't stop.

It's more than doable, but it's an endurance round, you need to fend off pests and keep trying until you get it right.

>It sucks for some of the user maps that aren't stuck in early 90s mindset.
Again, I do not understand why someone like you would give a port like this the time of your day, you clearly want to just play GzDoom. Which is fine, I love GzD, but that's not what this is.

99% of all Doom levels which are explicitly designed for you to use full freelook in are designed for GzDoom or similar, which is stuff this port will never ever be able to run anyway. You bewilder me.
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>>11148063
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>>11174849
Free look in Doom engine predates ZDoom family of ports and is available in most modern ports, including more conservative ones, like Crispy Doom, Woof, PrBoom/DSDA and Doom Retro.
I get restricting it in vanilla campaigns, but considering that the KEX port not only copied MBF21, but also expanded it into ID24 meaning lifting a ton of restrictions on unofficial mods, it's insane that a new port doesn't support it as an option.
Same goes for jumping btw.
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>>11175058
IIRC, the more conservative ports still aim your weapons like in vanilla with freelook enabled, so its more like an option purely to look around. As such, no maps made for conservative ports expect its use, because it literally can't affect how a map is played to begin with.
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>>11144514
based. free mouse look is for faggots.
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>>11148806
>muh epic gatekeep + normie boogieman
meet new people man Jesus Christ. Treat your autism.
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It's shitty for me, I like older or DOS version much more
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>>11147339
/thread

It's a goddamn thirty year old game that's been open sources and available for all operating systems and consoles since the Playstation and the Saturn. There's no point in buying a game like that unless you have a bad relationship with your money.
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>>11144491
The port's fine, but the one thing that bothers me is that they didn't fix the blockmap hitreg bug and it's making me want to kill myself after I whiff a whole SSG meatshot because the engine said "nuh uh that baron isn't there"
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>>11148996
i've started playing it a couple years ago and it's perfectly fine.
>dpad only controls with slow as fuck turning
For a game where you don't need to aim in three dimensions that's fine. Also, turning speed is really responsive.

>backports the D2 enemies into D1 but also outright removes some enemies
Because of memory constriants. THe Archvile had too many frames to fit on the PSX's RAM comfortably.
>and reduces enemy variety within each level
It really doesn't. The enemy variety is the same as the OG Doom

>compressed graphics that make the viewmodels look like shit
You can make out everything from enemies to items/weapons clearly from a distance. It's not an issue.

>gaudy implementation of colored lighting where sectors are fullbright with no light bleed so you'll just have some random blood red or like green tiles sitting right next to normally lit areas
That's called atmosphere. It makes the game more somber than OG Doom

>reduced enemy count, reduced texture variation, etc.
Again memory constaints. We're dealing with a PSX not an IBM-compatible PC at the time, which could run Doom with ease by '95.

>some of the levels run at 5fps
That's a ridiculous exaggeration. The game did have moments of slowdown, but the FPS never got into the single digits and was a solid 20-25 for most of the game. This was an era where developers cared about optimization and making sure their shit ran smoothly enough was part of that.

I'm not here to say it's the best version of Doom ever, but PSX Doom is pretty nice all things considered. Granted, there are better ways to play it now, but it's hardly a shit port like the 3DO port of Doom was.
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https://youtu.be/ld42crcW2QU

Another Golden Souls preview, I'm developing this map at a good pace despite the skin-melting hot summer
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>>11175682
Wrong thread. This one's about the kex engine port, the actual doom thread is here:

>>11168584
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>>11174908
fuck you
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>>11174908
You mother fucker.
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>>11167795
Do you think they'll do any of these changes? How active were they with the last doom update?
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>>11167795
>checkpoints
Git gud.
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>>11175390
Correct, only ports like GzDoom allow you to play with full freelook and without aim assist.

>>11175598
Kill yourself, if people can't apply themselves they don't deserve to partake.
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>>11175390
No, they all allow you to disable or limit vanilla vertical aim as well.
Even if they didn't, it's mostly useful for exploration, not combat.
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>>11176075
I'm mapping for MBF21, meaning complevel 21, so I gotta build my encounters without free aiming, but when testing in Woof I do use mouselook strictly to look around, to see that things look 100% proper in software, as it can help with spotting certain things easier which may need correction.

I also test in GzDoom, but GzDoom's hardware rendering doesn't show errors like "slimetrails," which only exist in the original software renderer, and which can sometimes be hard to spot even there.
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>>11176003
get off the internet for a bit
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>>11176397
Apply yourself.
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>>11175598
>>11176397
He's right dude, if people aren't prepared to put a LOT more work into the correct way to play video games, their lives have no value
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>>11176621
kek
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>>11176621
This, but unironically.
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>>11176621
It's very little work, don't be disingenuous.
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>>11176075
>No, they all allow you to disable or limit vanilla vertical aim as well.
You are indeed correct actually, I missed the option when I first checked. It seems they like putting the option somewhere else in the menus rather than directly in the mouse settings, though. DSDA lists it under "mapping error fixes", and Woof lists it under "compatibility breaking features". Vanilla aim is also enforced when recording demo's in these ports, with DSDA even disabling freelook entirely when doing so.
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>browse mods
>yet another upload of myhouse or eviternity on the front page

for fucks sake
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>>11177545
Its gotten silly. They need to ban mods by file hash or something.
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>>11149117
given all the options they've added how the fuck is something as a basic vsync toggle missing on consoles. playing on ps4 is much better on unity just because of this right now. very noticeable input lag. it's still playable, but absolutely feels worse.
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Three files responsible for Legacy of Rust or more? id1, id1-res, id1-weap.wad?



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